PU Delibird [QC 3/3] [QC 2/2]

MZ

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QC: Magnemite, Tone114, Raiza.
GP: Queez, P Squared
[OVERVIEW]

Delibird is outclassed by all other leads in the PU metagame. While it can both set and remove entry hazards with Spikes and Rapid Spin, respectively, it has mediocre Speed and poor offenses and defenses, leaving most teams capable of outspeeding and 2HKOing it, limiting it to a single layer of Spikes. It also has a poor matchup versus other dedicated leads such as Dwebble, Golem, and Monferno thanks to its terrible defensive typing; however, it is faster than most other leads and is sometimes capable of setting two layers of Spikes or nabbing a surprise KO with Destiny Dond, which is made easier thanks to its frailty.

[SET]
name: Spikes Lead
move 1: Spikes
move 2: Rapid Spin
move 3: Icy Wind / Freeze-Dry
move 4: Destiny Bond
item: Focus Sash
ability: Vital Spirit
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Spikes is essential on Delibird, as its purpose is to set as many as possible. Rapid Spin allows it to remove entry hazards set by opposing entry hazard leads and is Delibird's main niche over other entry hazard setters. Icy Wind is used to slow down faster threats so that Delibird is able to get up a layer of Spikes and can cause them to play more carefully around the now faster Destiny Bond, althoughFreeze-Dry is a solid option to super effectively hit the Defoggers, such as Pelipper, attempting to remove Delibird's Spikes. Destiny Bond is its only hope of KOing foes and can force opponents to play around Delibird more carefully.

Set Details
========

Maximum Speed investment and a Timid nature allow Delibird to outspeed every dedicated lead other than Leavanny and helps it set more Spikes versus slower foes. Maximum Special Attack investment gives it slightly more offensive presence and is more effective than investing into its mediocre defenses. The last 4 EVs are put into Defense to keep Delibird's HP at an odd number, allowing it to potentially switch into Stealth Rock twice without being KOed. Vital Spirit gives Delibird an immunity to sleep, allowing it to set Spikes on or KO Jumpluff without being put to sleep and 2HKOed. Focus Sash allows it to set at least one layer of Spikes without being outsped and KOed by common Pokemon such as Rapidash.

Usage Tips
========

Delibird should always be used to set entry hazards as early as possible, as it won't be useful late-game. When leading, setting up Spikes is more important than getting damage with Icy Wind, as Delibird does little damage unless it's super effective. Use Icy Wind in conjunction with Destiny Bond to force opponents to play around KOing Delibird and to more easily get up Spikes when they're not attacking. If facing a faster foe with Taunt, avoid using status moves, as Delibird's reliance on its support movepool can make it rather predictable. Delibird should also be careful of freely going for Spikes versus setup sweepers, as they can use its weak offenses as a setup opportunity. Icy Wind can be used to stop leading sweepers such as Carracosta by slowing them down for a teammate to revenge kill. Use Rapid Spin if the opponent spends time getting up entry hazards to keep your team free of chip damage. Be aware that lead Dwebble and Golem will be able to KO Delibird regardless of its Focus Sash due to Rock Blast being a multi-hit move. However, they are slower, and Delibird can get up a layer of Spikes or use Destiny Bond versus them.

Team Options
========

Delibird fits best on offensive teams, especially hyper offense, as its Spikes are useful for teams that force plenty of switches with strong offensive presence. Spinblockers such as Dusknoir and Misdreavus can prevent Delibird's Spikes from being removed with Rapid Spin by Pokemon such as Armaldo. Defiant Pokemon such as Pawniard and Purugly can also help keep entry hazards up by pressuring Defoggers. Strong wallbreakers such as Stoutland can use Delibird's Spikes support to more quickly wear down opposing teams by weakening their few switch-ins such as Carracosta. Setup sweepers such as Barbaracle can also use Delibird's Spikes to more easily net KOs on bulkier foes. Stealth Rock users such as Golem and Piloswine can set up their entry hazards in conjunction with Delibird to wear down opposing teams quickly with chip damage. Teammates that need entry hazards off their side of the field to be effective such as Ninjask appreciate having Delibird as a lead, as it can reliably keep Stealth Rock away with Rapid Spin. Pokemon with Volt Switch or U-turn such as Zebstrika and Purugly can use the entry hazards to rack up damage on opposing Pokemon, as they can force counters to switch into entry hazards and take an attack before needing to switch out again.

[STRATEGY COMMENTS]
Other Options
=============

Ice Shard can be used over Icy Wind to get some chip damage with priority, but the Speed-dropping effects of Icy Wind are preferred to give Delibird more counterplay with Destiny Bond. The ability Hustle and Aerial Ace can be used to give Delibird slightly more offensive presence, but it's still weak and becomes unable to set entry hazards versus Sleep Powder Jumpluff. Delibird can make an attempt at using offensive Hustle sets with Choice Band or Life Orb but remains weak, slow, and frail, making the set totally outclassed.

Checks and Counters
===================

**Faster Pokemon**: Any faster Pokemon in the tier is capable of 2HKOing Delibird, forcing it to either only get up one layer of Spikes or make an attempt at getting a KO with Destiny Bond.

**Taunt Users**: Pokemon with a faster Taunt such as Misdreavus can prevent Delibird from setting any Spikes up at all. Even slower Taunt users such as Grumpig can limit it to a single layer of Spikes, and most take very little damage from Icy Wind.

**Priority Users**: Pokemon with priority moves, such as Machoke, can knock Delibird down to its Focus Sash and KO it with priority before it has the chance to set multiple layers of Spikes and begin threatening opposing teams with Destiny Bond.

**Rapid Spin and Defog Users**: Pokemon that use Rapid Spin or Defog can remove Delibird's entry hazards, canceling out its purpose as a suicide lead.
 
Last edited:
Insomnia / Vital Spirit should be the ability, it lets it not be slept by Jumpluff, plus I'd rather have a slightly more pathetic damage output than be able to miss Rapid Spin randomly. Obviously Ice Beam or Ice Shard are better attacks if you're not using Hustle too.
 
Mention in the overview that a ton of things can easily outspeed and 2HKO Delibird, so against the majority of teams it will only ever get up one spike and then die.

Insomnia is its hidden ability, so I'd have Vital Spirit be the ability instead in order to prevent random incompatabilities

Mention more spinblockers

Add faster Taunt users in C&C

qc 1/3
 

MZ

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Done but would like other QC input on adding faster taunt users to c&c as I already have faster Pokemon and faster taunt users are really really rare (Misreavus, the monkey potentially, idk what else electrode or something ?_?)
 

TONE

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Switch around the EV spread on the set so its 4 Def / 252 SpA / 252 Spe. Add Priority Users to Checks and Counters as they can pick off a weakened Delibird before it uses Destiny Bond. I'd probably just mention Taunt in general as Grumpig may be slower than Delibird, it can still limit the layers of Spikes it can set up and takes pitiful damage from Delibird's STAB.

2/3.
 

MZ

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Implemented, will be a bit on writing up this one too
 

Raiza

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World Defender
[OVERVIEW]
i'd still mention this is faster than most leads so can manage to set up even two layers at times
mention that to add to its terrible bulk this also has a terrible typing which makes it even easier to KO
mention that being so frail makes destiny bond useful at times to clutch KOs, though most leads carry priorities

[SET COMMENTS]
Moves
========
mention what spikes actually do

Usage Tips
========
mention it should be weary of fast taunt users
mention delibird should be careful to setup sweepers, especially faster ones

Team Options
========
mention this fits best on offensive teams, especially ho
sweepers and cleaners also appreciate spikes, mention some
mention Pokemon that appreciate entry hazard removal

Megazard QC 3/3
 
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queez

wandering and wondering
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Additions
Removals
Comments


unbold all of the stuff you have bolded
[OVERVIEW]

Delibird is outclassed by all other leads in the PU metagame. While it has access to Rapid Spin which allows it to can set and remove hazards simultaneously with Spikes and Rapid Spin, respectively, it has only mediocre S(capitalize)peed and poor offenses and defenses, leaving most teams capable of outspeeding and 2HKOing it, limiting it to a single spike. It is also has a poor matchup versus other dedicated leads such as Dwebble, Golem,(add comma) and Monferno thanks to its terrible defensive typing,;(comma -> semicolon) however, it is although it's faster than most other leads and is sometimes capable of setting two layers of Spikes or nabbing a surprise kill with Destiny Dond, which is made easier thanks to its frailty.

[SET]
name: Spikes Lead
move 1: Spikes
move 2: Rapid Spin
move 3: Icy Wind / Freeze Dry
move 4: Destiny Bond
item: Focus Sash
ability: Vital Spirit
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Spikes are is essential on Delibird, as its purpose is to set as many as possible. Rapid Spin allows it to remove entry hazards set by opposing entry hazard leads, which and is Delibird's main niche over other setters. Icy Wind is used to slow down faster threats so that Delibird is free able to get up a layer of Spikes spike and can cause them to play more carefully around the now faster Destiny Bond, although Freeze Dry is a solid option to super effectively hit the Defoggers such as Pelipper attempting to remove Delibird's Spikes for super effective damage. Destiny Bond is its only hope at Koing KOing foes and can force opponents to play around Delibird slightly more carefully.

Set Details
========
Maximum Speed investment and a Timid nature allows allow it to outspeed every dedicated lead other than Leavanny and helps it set more Spikes versus slower opponents. Maximum Special Attack gives it slightly more offensive presence and is more effective than investing into its mediocre defenses. The last 4 EVs are put into Defense to keep Delibird's HP at an odd number, as it allows it to potentially switch into Stealth Rock twice without being KOd KOed. Vital Spirit gives Delibird a Sleep immunity, allowing it to set Spikes or KO Jumpluff without being put to sleep and 2HKOd 2HKOed. Focus Sash allows it to set at least one layer of Spikes Spike without being outsped and KOd KOed by common Pokemon such as Rapidash.

Usage Tips
========

Delibird should always be used to set entry hazards as early as possible,(add comma) as it won't be useful late-(add hyphen)game. When leading, setting up S(capitalize)pikes is the priority over more important than getting damage with Icy Wind,(add comma) as Delibird does little damage unless it's super effective. Use Icy Wind in conjunction with Destiny Bond to force foes to play around KOing Delibird and to more easily get up S(capitalize)pikes when they're not attacking. If facing a faster foe with Taunt, avoid using for Delibird's non-attacking status (I think this is what you're trying to say?) moves, as its reliance on its support movepool can make it rather predictable. Delibird should also be careful of freely going for Spikes versus setup sweepers,(add comma) as they can use its weak offenses as a setup opportunity,.(comma -> period) Icy Wind can be used to prevent leadoff sweeps from foes stop leading sweepers such as Carracosta by slowing them down for a teammate to revenge kill. Use Rapid Spin if the opponent spends time getting up entry hazards to keep your team free of chip damage. Be aware that lead Dwebble and Golem will be able to KO Delibird regardless of its focus sash due to Rock Blast being a multi-hit move. However, they are slower,(add comma) and Delibird can get up a layer of Spikes spike or use Destiny Bond versus them.

Team Options
========

Delibird fits best on offensive teams, especially hyper offense, as its Spikes are useful for teams that force plenty of switches with strong offensive presence. Spinblockers such as Dusknoir and Misdreavus can prevent Delibird's S(capitalize)pikes from being removed with Rapid Spin by the likes of Armaldo. Defiant Pokemon such as Pawniard and Purugly can also help keep entry hazards up by pressuring Defog users Defoggers to not give them an Attack boost with Defiant. Strong wallbreakers such as Stoutland can use Delibird's Spikes support to more quickly wear down opposing teams by weakening their few switch-ins such as Carracosta. Setup sweepers such as Barbaracle can also use Delibird's Spikes to more easily net KOs on bulkier foes. Stealth Rock users such as Golem and Piloswine can set up their entry hazards in conjunction with Delibird to wear down opposing teams quickly with chip damage. Teammates that need entry hazards off the filed their side of the field to be effective such as Ninjask appreciate having Delibird as a lead, as it can reliably keep Stealth Rock away with Rapid Spin. Pokemon with Volt Switch or U-turn such as Zebstrika or and Purugly can use the entry hazards to rack up damage on opposing Pokemon, as they can force counters to switch into entry hazards and take an attack before needing to switch out again.

[STRATEGY COMMENTS]
Other Options
=============
Ice Shard can be used over Icy Wind to get some chip damage with priority, but the Speed dropping effects of Icy Wind are preferred to give Delibird more counterplay with Destiny Bond. The ability Hustle and Aerial Ace can be used to give Delibird slightly more offensive presence,(add comma) but it's still weak and becomes unable to set entry hazards versus Sleep Powder Jumpluff. Delibird can make an attempt at offensive Hustle sets with Choice Band or Life Orb but remains weak, slow, and frail, making the set totally outclassed.

Checks and Counters
===================

**Faster Pokemon**: Any faster Pokemon in the tier is capable of 2HKOing Delibird, forcing it to either only get up one layer of Spikes or make an attempt at getting a KO with Destiny Bond.

**Taunt Users**: Pokemon with a faster Taunt such as Misdreavus can prevent Delibird from setting any Spikes up at all, removing its purpose for the game. Even slower Taunt users such as Grumpig can limit it to a single layer of Spikes Spike and most likely take very little from Icy Wind.

**Priority Users**: Pokemon with priority moves such as Machoke can knock Delibird down to its Focus Sash and KO it with priority before it has the chance to lay multiple layers of Spikes and begin threatening opposing teams with Destiny Bond.

**Rapid Spin and Defog Users**: Pokemon that use Rapid Spin and Defog can remove Delibird's entry hazards, canceling out its purpose as a suicide lead.
GP 1/2 ayy
 
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P Squared

a great unrecorded history
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GP 2/2 ^_^
add remove comment
[OVERVIEW]

Delibird is outclassed by all other leads in the PU metagame. While it can both set and remove entry hazards simultaneously (nitpicky but you can't reaally do it at the same time) with Spikes and Rapid Spin, respectively, it has mediocre Speed and poor offenses and defenses, leaving most teams capable of outspeeding and 2HKOing it, limiting it to a single layer of Spikes spike. It also has a poor matchup versus other dedicated leads such as Dwebble, Golem, and Monferno thanks to its terrible defensive typing; however, it is faster than most other leads and is sometimes capable of setting two layers of Spikes or nabbing a surprise kill KO with Destiny Dond, which is made easier thanks to its frailty.

[SET]
name: Spikes Lead
move 1: Spikes
move 2: Rapid Spin
move 3: Icy Wind / Freeze-Dry
move 4: Destiny Bond
item: Focus Sash
ability: Vital Spirit
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
(space just for consistency)
Spikes is essential on Delibird, as its purpose is to set as many as possible. Rapid Spin allows it to remove entry hazards set by opposing entry hazard leads and is Delibird's main niche over other entry hazard setters. Icy Wind is used to slow down faster threats so that Delibird is able to get up a layer of Spikes and can cause them to play more carefully around the now faster Destiny Bond, although Freeze-Dry is a solid option to super effectively hit the Defoggers, (comma) such as Pelipper, (comma) attempting to remove Delibird's Spikes. Destiny Bond is its only hope at of KOing foes and can force opponents to play around Delibird more carefully.

Set Details
========
(space just for consistency)
Maximum Speed investment and a Timid nature allow it Delibird to outspeed every dedicated lead other than Leavanny and helps it set more Spikes versus slower foes opponents. Maximum Special Attack investment gives it slightly more offensive presence and is more effective than investing into its mediocre defenses. The last 4 EVs are put into Defense to keep Delibird's HP at an odd number, as it allows allowing it to potentially switch into Stealth Rock twice without being KOed. Vital Spirit gives Delibird an Sleep immunity to sleep, allowing it to set Spikes on or KO Jumpluff without being put to sleep and 2HKOed. Focus Sash allows it to set at least one layer of Spikes without being outsped and KOed by common Pokemon such as Rapidash.

Usage Tips
========

Delibird should always be used to set entry hazards as early as possible, as it won't be useful late-game. When leading, setting up Spikes is more important than getting damage with Icy Wind, as Delibird does little damage unless it's super effective. Use Icy Wind in conjunction with Destiny Bond to force foes opponents to play around KOing Delibird and to more easily get up Spikes when they're not attacking. If facing a faster foe with Taunt, avoid using status moves, as its Delibird's reliance on its support movepool can make it rather predictable. Delibird should also be careful of freely going for Spikes versus setup sweepers, as they can use its weak offenses as a setup opportunity. Icy Wind can be used to stop leading sweepers such as Carracosta by slowing them down for a teammate to revenge kill. Use Rapid Spin if the opponent spends time getting up entry hazards to keep your team free of chip damage. Be aware that lead Dwebble and Golem will be able to KO Delibird regardless of its Focus Sash due to Rock Blast being a multi-hit move. However, they are slower, and Delibird can get up a layer of Spikes or use Destiny Bond versus them.

Team Options
========

Delibird fits best on offensive teams, especially hyper offense, as its Spikes are useful for teams that force plenty of switches with strong offensive presence. Spinblockers such as Dusknoir and Misdreavus can prevent Delibird's Spikes from being removed with Rapid Spin by Pokemon such as Armaldo. Defiant Pokemon such as Pawniard and Purugly can also help keep entry hazards up by pressuring Defoggers. Strong wallbreakers such as Stoutland can use Delibird's Spikes support to more quickly wear down opposing teams by weakening their few switch-ins such as Carracosta. Setup sweepers such as Barbaracle can also use Delibird's Spikes to more easily net KOs on bulkier foes. Stealth Rock users such as Golem and Piloswine can set up their entry hazards in conjunction with Delibird to wear down opposing teams quickly with chip damage. Teammates that need entry hazards off their side of the field to be effective such as Ninjask appreciate having Delibird as a lead, as it can reliably keep Stealth Rock away with Rapid Spin. Pokemon with Volt Switch or U-turn such as Zebstrika and Purugly can use the entry hazards to rack up damage on opposing Pokemon, as they can force counters to switch into entry hazards and take an attack before needing to switch out again.

[STRATEGY COMMENTS]
Other Options
=============
(space just for consistency)
Ice Shard can be used over Icy Wind to get some chip damage with priority, but the Speed-dropping effects of Icy Wind are preferred to give Delibird more counterplay with Destiny Bond. The ability Hustle and Aerial Ace can be used to give Delibird slightly more offensive presence, but it's still weak and becomes unable to set entry hazards versus Sleep Powder Jumpluff. Delibird can make an attempt at using offensive Hustle sets with Choice Band or Life Orb but remains weak, slow, and frail, making the set totally outclassed.

Checks and Counters
===================

**Faster Pokemon**: Any faster Pokemon in the tier is capable of 2HKOing Delibird, forcing it to either only get up one layer of Spikes or make an attempt at getting a KO with Destiny Bond.

**Taunt Users**: Pokemon with a faster Taunt such as Misdreavus can prevent Delibird from setting any Spikes up at all. Even slower Taunt users such as Grumpig can limit it to a single layer of Spikes, (comma) and most take very little damage from Icy Wind.

**Priority Users**: Pokemon with priority moves, (comma) such as Machoke, (comma) can knock Delibird down to its Focus Sash and KO it with priority before it has the chance to lay set multiple layers of Spikes and begin threatening opposing teams with Destiny Bond.

**Rapid Spin and Defog Users**: Pokemon that use Rapid Spin and or Defog can remove Delibird's entry hazards, canceling out its purpose as a suicide lead.
 
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